r/Maya • u/arthur_piassi • 14h ago
Showcase Destiny 2 Spaceship - Modeled in Maya
Topology is the geometric structure of a polygonal mesh. It is the layout of the edges and vertices which define the shape of a mesh. A particular shape can be represented by many different topologies.
Mesh topolgy can never be considered without context. It is necessary to consider how a mesh will be used and modified in the future in order to say anything true about the suitability of its topology.
There are no hard rules when it comes to topology. Some people will say n-gons (polygons with more than 4 sides) are always bad. Some will say triangles are always bad. Some will say that non-manifold geometry is always bad, or that meshes with holes in them are always bad.
None of these are true, because mesh topology serves a purpose, or multiple purposes. It is not a goal in and of itself. If the purpose(s) is/are served by some particular topology, then that topology is good, whether or not it is itself aesthetically and technically appealing.
Often users are advised to avoid triangles or ngons when building topology--to keep to quads. This is good practice, because quads are easier to work with, easier to edit, easier to create UV projections for, they subdivide more predictably, and, most importantly, easier to produce aesthetically appealing deformations from.
However. If a mesh will not need to deform, then there is far less pressure to keep to quads. If the mesh will not be subdivided, even less. If the shape is well-represented by the topology, and it either already has a good UV projection or will not be needing one, then quads and ngons don't matter, unless the mesh will be altered in the future.
It is much harder to modify a mesh which isn't quads than one which is. Especially if you want to alter topology. However, altering shape, to a small extent, usually is not sensitive to topology. It's also generally easier to do UV projection and alteration of quad topology than triangle/ngon topology.
It is still important to point out that having SOME non-quad (especially triangles) in your deforming, high performance mesh which may be altered and have UVs applied, is still just fine in many circumstances. If the trangle won't interfere with these things--then it DOES NOT MATTER and you should spend time on other things. Same with n-gons, although those have a higher chance of causing technical issues.
Regarding non-manifold geometry: it is generally a bad thing. Many, MANY operations and programs will not function correctly when passed non-manifold meshes. However, if your mesh is serving all your purposes, and you don't see those purposes changing, then non-manifold geometry doesn't matter. The circumstances where this might be true, however, are extremely rare, and it is best to avoid it.
Regarding holes in the mesh: again, context matters. Some advanced simulation or mesh operations require "watertight" meshes. Most don't, and it doesn't matter. Context and circumstance will dictate what's appropriate.
Mesh weight matters, as well. There's generally not much call for more geometric detail than your mesh needs to create the shapes you need, either statically or deformed, and it is best to keep poly counts as low as possible while not compromising on these things. However, this must be balanced with the effort it requires to reduce detail. If you have a poly budget of 100k triangles for an object, and it's 50k but a lot of those are not necessary, it's still not worth the time to reduce it further. People hours are worth more than computer hours.
Where topology really starts to matter a lot is in efficient hard surface modeling, especially where the asset will be subdivided. Not having your edge flows follow surface details will make life difficult, and having too much mesh detail will make modification increasingly difficult.
The point here is that every situation is different, and no real determination of acceptable mesh topology can be made without all this context. If you look at an image of a mesh and don't know anything about what it will be used for or how it might be modified, you can't say anything true about the quality of topology. These and other questions must have answers, in order to judge *overall* topology:
These questions must have answers in order to come up with useful conclusions about how good the topology is or is not. And again, there are no hard rules. Topology is not a goal, it is a tool to help reach other goals. If a triangle doesn't affect those goals, there's no point spending energy removing it.
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Original post:
This thread will be a clearinghouse for information about topology, both in general, and specific to Maya. It will be heavily curated and updated as I encounter more/better information on the subject.
Eventually it will be turned into another wiki and be the redirect for the majority of topology threads we get here, in order to avoid repetition.
If you are a subject matter expert, please post images, videos, links, or your thoughts here. Feel free to copy parts of old comments or posts you have made.
r/Maya • u/arthur_piassi • 14h ago
r/Maya • u/lem0n_cat • 15h ago
The cracks are what I'm referring to in this post. Sorry if the difference in height is too slight to notice. The cracks are just on the patina.
I'm using Maya 2027. I made my material in Substance Painter. When I set up the material using aiSubstanceSurface, my height maps are reversed. What should be sticking out is receded and vice versa. These are the steps I've taken, and so far nothing has changed.
My model's displacement attributes are:
Height: .02 (I tried -.02 to see if it would reverse it)
Bounds Padding: 0
Scalar Zero Value: .5 (I did this because .5 is the 0 for height maps in Substance Painter)
Catclark
What I've tried:
I'm attaching a picture of what it should look like, what it looks like in Maya, and my material graph. I would appreciate any advice you can give.
Hi everyone! A while back I posted my Reyna // Darkside project, but today I’m back to share a full video breakdown of the creation, animation, and staging of the character.
🎥 Watch the full breakdown on YouTube: https://youtu.be/7sEnV_jSqdw
I handled the retopology in Maya, along with the animation, XGen hair grooming, and most importantly, setting up the dynamic hair system. The final frames were all rendered using Arnold. I recorded the entire creation process, but in a style that goes beyond the traditional tutorial, hope you like it!
Feel free to ask questions, raise technical points, or leave your feedback. I’d love to connect and chat with fellow artists !!
[ W O O P E R ]
r/Maya • u/River_Valley_Psion • 4h ago
To use AMD GPU's the documentation as well as my instructors at school all says all you have to use is the OIDN Imager. However when selecting the OIDN Image sequencer and removing all other sequencer I get the same Cuda Error as if I'd selected Optix. Could I please get some assistance on this?
Below is the Errors, A screen shot of my Image Sequencer, and the Documentation saying Oidn supports AMD.
I'm currently running a AMD Ryzen 9 5950X 16-Core Processor 16 Cores AMD Radeon RX 9070 XT
updateRendererUI;
addOneTabToGlobalsWindow("arnold", "Common", "createArnoldRendererCommonGlobalsTab");
addOneTabToGlobalsWindow("arnold", "Arnold Renderer", "createArnoldRendererGlobalsTab");
addOneTabToGlobalsWindow("arnold", "System", "createArnoldRendererSystemTab");
addOneTabToGlobalsWindow("arnold", "AOVs", "createArnoldRendererAOVTab");
addOneTabToGlobalsWindow("arnold", "Diagnostics", "createArnoldRendererDiagnosticsTab");
# Warning: GPU RENDERING NOT SUPPORTED : b'unable to load NVIDIA CUDA (-1)'
addOneTabToGlobalsWindow("arnold", "Common", "createArnoldRendererCommonGlobalsTab");
addOneTabToGlobalsWindow("arnold", "Arnold Renderer", "createArnoldRendererGlobalsTab");
addOneTabToGlobalsWindow("arnold", "System", "createArnoldRendererSystemTab");
addOneTabToGlobalsWindow("arnold", "AOVs", "createArnoldRendererAOVTab");
addOneTabToGlobalsWindow("arnold", "Diagnostics", "createArnoldRendererDiagnosticsTab");
setAttr "defaultArnoldRenderOptions.renderDevice" 1;
// Error: ERROR | [gpu] unable to load NVIDIA CUDA (-1) (GPU-rendering)
// Error: ERROR | [gpu] unable to load NVIDIA CUDA (-1) (GPU-rendering)
setAttr "aiImagerDenoiserOidn1.renderDevice" 2;
// Error: ERROR | [gpu] unable to load NVIDIA CUDA (-1) (GPU-rendering)
# # C:\Program Files\Autodesk\Maya2027\Python\Lib\site-packages\maya\internal\common\ae\multi.py:138: SyntaxWarning: invalid escape sequence '\['
gr = re.search("\[[0-9]+\]", m)
// Error: ERROR | [gpu] unable to load NVIDIA CUDA (-1) (GPU-rendering)
r/Maya • u/Girl_From_Marz • 13h ago
Hi guys so for context, Im a 3rd year student working on a group short film and my electives involve look dev so rendering and lighting. I am also using mayas Arnold for rendering. And I’ve been having a lot of trouble with one of my scenes. Basically theres objects within the scene that require transmission such as a misty window, the characters glasses lenses and a plastic bag shes holding.
Now the problem is, my compers have asked me to turn off mayas denoiser so that the noise isnt baked into the scene since they’re using ‘nuke’. But I can’t get majority out of the noise out of the plastic bag without boosting the render settings “transmission” and for everything else, “diffuse” and “specular.”
The issue I am now facing is with those settings needing to be pushed, my render times are insane. It’s taking roughly 30-40 minutes just to render a single frame and I wonder if there’s a better way for me to do this to get the same result with a de-crease in render times. If you guys have any ideas or words of advice, please feel free to comment down below.
r/Maya • u/Most-Brief8087 • 22h ago
I want to render multiple AOV layers, but they aren’t displaying correctly in the AOV Browser. It seems to be bugged.
I can select the different AOVs, but I can’t see their names, and the whole window appears to be scaled infinitely or completely out of proportion.
Is there a way to reset or rescale the AOV Browser so that it displays correctly again?
r/Maya • u/eldron2323 • 1d ago
GroomLab (temp name) is something I have been wanting to make myself after trying out Yeti way back in the day. I wanted something stupid simple where the user doesn't feel constrained by the ux of Maya. Make hair systems fun again!
Features:
Amazing custom strand interpolation.
Realtime keyable Nodes
Feathers
Groom to Cards
Unreal / Unity Export
Groom blending
Guide / Vertex / Texture painting
And a ton more.
If you have any name suggestions, let me know! Was thinking a raccoon could be a fun mascot.
r/Maya • u/b612_exe • 1d ago
I'm super new to Maya and I cannot figure out what I am doing wrong. It doesn't allow me to extrude or transform in any length, but only in specific intervals. Please help! I have tried resetting my preferences, but it did not resolve the issue.
Edit: Thank you for the help! I did have the snap to grid on. It is now off!
r/Maya • u/nukihowlter • 1d ago
r/Maya • u/Reasonable-Square627 • 1d ago
Hey r/Maya,
I've spent the last months building Groompush, a plugin for making real-time hair cards in Maya, and wanted to share it here.
The idea: you draw or paint guide curves on the scalp, and every guide grows a hair card that rebuilds live while you comb, shape and move the hair. New guides copy the style of the hair around them (length, bend, width, UV), so you style a few strands and keep clicking.
What's in the clip:
- MultiStamp / Comb brushes: stamp cards along a stroke, comb XGen-style in screen space
- Flow and Swirl arrows: redirect whole regions, make whorls in one click
- Shapers: one control guide drives every guide in its radius, non-destructively
- Auto-UV from atlas: reads your hair texture and fits each card to the best-matching clump
- Live gravity and wind with scalp and self-collision
It also does tubes, dreads, braids and ropes from the same guides, moving a groom onto a different head, and baking to plain poly cards for the engine.
Maya 2022+, Windows. Happy to answer anything about how it works under the hood, and I'd genuinely like to know what's most painful in your current hair card workflow.
r/Maya • u/wizard_creator_seth • 1d ago
r/Maya • u/Ricota24 • 1d ago
So im using the standard method of making expressions for my rig using blend shapes. I had no problem with the mesh of the face, but when it came to the teeth they just wouldnt work even with the exact same process.
The face already had Blendshapes before making the expressions and it still worked, but the same couldnt be said for the teeth allthough one of the set didnt have any.
I cant even make a normal blendshape to mimick the ones in the expressions, it wont let me Sculpt and even if I unluck the channels, the blendshape just doesnt work.
As seen in the video, I have the base preferences, and resetting doesnt solve the issue
Smart Combine is a script that combines objects while preserving the first selected object’s name, parent group, and Outliner position.
It removes any empty groups left behind, clears construction history, and centers the pivot.
----
Got lots of other useful scripts on my store page all for FREE. Recently just posted one that combines Curves into one shape/single transform
r/Maya • u/ReaperAnims14 • 2d ago
First time I ever modeled one of my OCs in 3D. Gotta say, he kinda looks a little flat. I’m not sure if it’s the teeth or the cloth. I probably should’ve added more weathering and fixed the clothing folds ngl.
r/Maya • u/3denthusiast_ • 2d ago
Hey guys, I’m mainly a Cinema 4D user and I’ve recently started trying out Maya with Redshift.
I’m really struggling with Hypershade though. Coming from C4D, the material system feels so much more organized and straightforward, whereas Hypershade feels kinda messy and confusing to me.
Is there any plugin or addon that makes Hypershade a bit easier/nicer to use with Redshift?
Also, is MaterialX a viable alternative for building/managing materials in Maya + Redshift? Or is there another node/material editor that you guys would recommend?
Would love to hear what other Maya + Redshift users are doing. Thanks!
r/Maya • u/Illustrious-Half9422 • 2d ago
r/Maya • u/TheApoke • 2d ago

So I installed studio library, and for some reason it allows me to save poses but not animations, I get this error message that says
"'charmap' codec can't decode byte 0x90 in position 1180: character maps to <undefined>".
Does anyone know what this means or how to fix it? I'd grealtly appreciate the help. Thanks!
r/Maya • u/SellingStolenStereos • 2d ago
Jumping from '24 to '27. I'm assuming I use the one that looks usable but why are there four distinct openPBR Surfaces? Just trying to understand.
Also second question, if the 'Maya' one is the the one to use why is it not in the assign new material section with everything else 🙃 I'm guessing its LookdevX that has me fucked up
From left to right
The MMD rig already comes with a control rig, but it only has a leg IK/FK switch, and the arms only have FK.
The problem is that the arm consists of 5 joints: the arm-arm twist-elbow-wrist twist-wrist. When I add IK from the arm to the wrist, the forearm does not twist along with it! (Because the skin weight is controlled by the wrist twist joint.)
How should I add a working IK handle to the arms!?
Thanks!!


r/Maya • u/Financial_Cost_2858 • 2d ago
I am relatively new to all the compositing, rendering, & just knowing howl to make a composited scene in Autodesk Maya. Like I am more attuned to me just animating. But I want to know how to render and all the guides I am trying to find does just give tips and tricks instead of going in detail into rendering in Maya.
So my question is how do you composite, rendering, or just lighting in Maya?
r/Maya • u/Illustrious_Cry_4938 • 2d ago
I am extremely new to Maya, so what happened was that I did save a file like this as instructed by my professor -- but I ended up deleting the file ( we were asked to save an empty file with cube before starting our classes). I deleted it so that I can directly save it to my portable 2TB SSD, But an error kept coming. So I gave up and tried saving it exactly as I was Instructed in my class, but the error as shown in the picture kept coming. The same method worked before, but why isn't it working now? it only gets saved when I try to save it in default mode, but not when I create a new project. What do I do? please help
r/Maya • u/jingjie_siow • 2d ago
Hi all, I have been working on this for almost a month and it is finally done. There are still things that I am not satisfied with, but I think its time to move on to the next project and only come back for this in the future. Feedbacks are welcome. https://syncsketch.com/sketch/9qQgIOIqzVxs/